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SWRasterizer: Convert large no-capture lambdas to standalone functions
This commit is contained in:
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e1ad7d69b9
commit
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@ -28,9 +28,318 @@
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#include "video_core/utils.h"
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namespace Pica {
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namespace Rasterizer {
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using TevStageConfig = TexturingRegs::TevStageConfig;
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static int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) {
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switch (mode) {
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case TexturingRegs::TextureConfig::ClampToEdge:
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val = std::max(val, 0);
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val = std::min(val, (int)size - 1);
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return val;
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case TexturingRegs::TextureConfig::ClampToBorder:
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return val;
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case TexturingRegs::TextureConfig::Repeat:
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return (int)((unsigned)val % size);
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case TexturingRegs::TextureConfig::MirroredRepeat: {
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unsigned int coord = ((unsigned)val % (2 * size));
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if (coord >= size)
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coord = 2 * size - 1 - coord;
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return (int)coord;
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}
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default:
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LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x", (int)mode);
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UNIMPLEMENTED();
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return 0;
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}
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};
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static Math::Vec3<u8> GetColorModifier(TevStageConfig::ColorModifier factor,
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const Math::Vec4<u8>& values) {
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using ColorModifier = TevStageConfig::ColorModifier;
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switch (factor) {
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case ColorModifier::SourceColor:
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return values.rgb();
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case ColorModifier::OneMinusSourceColor:
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return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
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case ColorModifier::SourceAlpha:
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return values.aaa();
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case ColorModifier::OneMinusSourceAlpha:
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return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
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case ColorModifier::SourceRed:
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return values.rrr();
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case ColorModifier::OneMinusSourceRed:
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return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
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case ColorModifier::SourceGreen:
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return values.ggg();
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case ColorModifier::OneMinusSourceGreen:
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return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
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case ColorModifier::SourceBlue:
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return values.bbb();
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case ColorModifier::OneMinusSourceBlue:
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return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
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}
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};
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static u8 GetAlphaModifier(TevStageConfig::AlphaModifier factor, const Math::Vec4<u8>& values) {
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using AlphaModifier = TevStageConfig::AlphaModifier;
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switch (factor) {
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case AlphaModifier::SourceAlpha:
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return values.a();
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case AlphaModifier::OneMinusSourceAlpha:
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return 255 - values.a();
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case AlphaModifier::SourceRed:
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return values.r();
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case AlphaModifier::OneMinusSourceRed:
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return 255 - values.r();
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case AlphaModifier::SourceGreen:
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return values.g();
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case AlphaModifier::OneMinusSourceGreen:
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return 255 - values.g();
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case AlphaModifier::SourceBlue:
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return values.b();
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case AlphaModifier::OneMinusSourceBlue:
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return 255 - values.b();
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}
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};
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static Math::Vec3<u8> ColorCombine(TevStageConfig::Operation op, const Math::Vec3<u8> input[3]) {
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using Operation = TevStageConfig::Operation;
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switch (op) {
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case Operation::Replace:
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return input[0];
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case Operation::Modulate:
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return ((input[0] * input[1]) / 255).Cast<u8>();
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case Operation::Add: {
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auto result = input[0] + input[1];
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result.r() = std::min(255, result.r());
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result.g() = std::min(255, result.g());
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result.b() = std::min(255, result.b());
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return result.Cast<u8>();
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}
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case Operation::AddSigned: {
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// TODO(bunnei): Verify that the color conversion from (float) 0.5f to
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// (byte) 128 is correct
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auto result =
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input[0].Cast<int>() + input[1].Cast<int>() - Math::MakeVec<int>(128, 128, 128);
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result.r() = MathUtil::Clamp<int>(result.r(), 0, 255);
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result.g() = MathUtil::Clamp<int>(result.g(), 0, 255);
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result.b() = MathUtil::Clamp<int>(result.b(), 0, 255);
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return result.Cast<u8>();
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}
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case Operation::Lerp:
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return ((input[0] * input[2] +
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input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) /
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255)
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.Cast<u8>();
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case Operation::Subtract: {
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auto result = input[0].Cast<int>() - input[1].Cast<int>();
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result.r() = std::max(0, result.r());
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result.g() = std::max(0, result.g());
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result.b() = std::max(0, result.b());
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return result.Cast<u8>();
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}
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case Operation::MultiplyThenAdd: {
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auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
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result.r() = std::min(255, result.r());
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result.g() = std::min(255, result.g());
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result.b() = std::min(255, result.b());
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return result.Cast<u8>();
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}
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case Operation::AddThenMultiply: {
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auto result = input[0] + input[1];
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result.r() = std::min(255, result.r());
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result.g() = std::min(255, result.g());
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result.b() = std::min(255, result.b());
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result = (result * input[2].Cast<int>()) / 255;
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return result.Cast<u8>();
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}
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case Operation::Dot3_RGB: {
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// Not fully accurate. Worst case scenario seems to yield a +/-3 error. Some HW results
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// indicate that the per-component computation can't have a higher precision than 1/256,
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// while dot3_rgb((0x80,g0,b0), (0x7F,g1,b1)) and dot3_rgb((0x80,g0,b0), (0x80,g1,b1)) give
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// different results.
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int result = ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
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((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
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((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
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result = std::max(0, std::min(255, result));
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return {(u8)result, (u8)result, (u8)result};
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}
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default:
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LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op);
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UNIMPLEMENTED();
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return {0, 0, 0};
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}
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};
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static u8 AlphaCombine(TevStageConfig::Operation op, const std::array<u8, 3>& input) {
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switch (op) {
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using Operation = TevStageConfig::Operation;
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case Operation::Replace:
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return input[0];
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case Operation::Modulate:
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return input[0] * input[1] / 255;
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case Operation::Add:
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return std::min(255, input[0] + input[1]);
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case Operation::AddSigned: {
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// TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
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auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
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return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255));
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}
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case Operation::Lerp:
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return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
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case Operation::Subtract:
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return std::max(0, (int)input[0] - (int)input[1]);
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case Operation::MultiplyThenAdd:
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return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
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case Operation::AddThenMultiply:
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return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
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default:
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LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d", (int)op);
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UNIMPLEMENTED();
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return 0;
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}
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};
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static Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src,
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const Math::Vec4<u8>& srcfactor,
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const Math::Vec4<u8>& dest,
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const Math::Vec4<u8>& destfactor,
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FramebufferRegs::BlendEquation equation) {
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Math::Vec4<int> result;
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auto src_result = (src * srcfactor).Cast<int>();
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auto dst_result = (dest * destfactor).Cast<int>();
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switch (equation) {
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case FramebufferRegs::BlendEquation::Add:
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result = (src_result + dst_result) / 255;
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break;
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case FramebufferRegs::BlendEquation::Subtract:
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result = (src_result - dst_result) / 255;
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break;
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case FramebufferRegs::BlendEquation::ReverseSubtract:
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result = (dst_result - src_result) / 255;
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break;
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// TODO: How do these two actually work? OpenGL doesn't include the blend factors in the
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// min/max computations, but is this what the 3DS actually does?
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case FramebufferRegs::BlendEquation::Min:
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result.r() = std::min(src.r(), dest.r());
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result.g() = std::min(src.g(), dest.g());
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result.b() = std::min(src.b(), dest.b());
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result.a() = std::min(src.a(), dest.a());
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break;
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case FramebufferRegs::BlendEquation::Max:
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result.r() = std::max(src.r(), dest.r());
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result.g() = std::max(src.g(), dest.g());
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result.b() = std::max(src.b(), dest.b());
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result.a() = std::max(src.a(), dest.a());
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
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UNIMPLEMENTED();
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}
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return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
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MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
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};
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static u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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switch (op) {
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case FramebufferRegs::LogicOp::Clear:
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return 0;
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case FramebufferRegs::LogicOp::And:
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return src & dest;
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case FramebufferRegs::LogicOp::AndReverse:
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return src & ~dest;
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case FramebufferRegs::LogicOp::Copy:
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return src;
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case FramebufferRegs::LogicOp::Set:
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return 255;
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case FramebufferRegs::LogicOp::CopyInverted:
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return ~src;
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case FramebufferRegs::LogicOp::NoOp:
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return dest;
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case FramebufferRegs::LogicOp::Invert:
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return ~dest;
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case FramebufferRegs::LogicOp::Nand:
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return ~(src & dest);
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case FramebufferRegs::LogicOp::Or:
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return src | dest;
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case FramebufferRegs::LogicOp::Nor:
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return ~(src | dest);
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case FramebufferRegs::LogicOp::Xor:
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return src ^ dest;
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case FramebufferRegs::LogicOp::Equiv:
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return ~(src ^ dest);
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case FramebufferRegs::LogicOp::AndInverted:
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return ~src & dest;
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case FramebufferRegs::LogicOp::OrReverse:
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return src | ~dest;
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case FramebufferRegs::LogicOp::OrInverted:
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return ~src | dest;
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}
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};
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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struct Fix12P4 {
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Fix12P4() {}
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@ -304,34 +613,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
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.ToFloat32();
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static auto GetWrappedTexCoord = [](TexturingRegs::TextureConfig::WrapMode mode,
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int val, unsigned size) {
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switch (mode) {
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case TexturingRegs::TextureConfig::ClampToEdge:
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val = std::max(val, 0);
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val = std::min(val, (int)size - 1);
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return val;
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case TexturingRegs::TextureConfig::ClampToBorder:
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return val;
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case TexturingRegs::TextureConfig::Repeat:
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return (int)((unsigned)val % size);
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case TexturingRegs::TextureConfig::MirroredRepeat: {
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unsigned int coord = ((unsigned)val % (2 * size));
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if (coord >= size)
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coord = 2 * size - 1 - coord;
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return (int)coord;
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}
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default:
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LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x", (int)mode);
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UNIMPLEMENTED();
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return 0;
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}
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};
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if ((texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder &&
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(s < 0 || static_cast<u32>(s) >= texture.config.width)) ||
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(texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder &&
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@ -380,9 +661,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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++tev_stage_index) {
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const auto& tev_stage = tev_stages[tev_stage_index];
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using Source = TexturingRegs::TevStageConfig::Source;
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using ColorModifier = TexturingRegs::TevStageConfig::ColorModifier;
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using AlphaModifier = TexturingRegs::TevStageConfig::AlphaModifier;
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using Operation = TexturingRegs::TevStageConfig::Operation;
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auto GetSource = [&](Source source) -> Math::Vec4<u8> {
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switch (source) {
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@ -422,187 +700,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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}
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};
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static auto GetColorModifier = [](ColorModifier factor,
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const Math::Vec4<u8>& values) -> Math::Vec3<u8> {
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switch (factor) {
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case ColorModifier::SourceColor:
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return values.rgb();
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case ColorModifier::OneMinusSourceColor:
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return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
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case ColorModifier::SourceAlpha:
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return values.aaa();
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case ColorModifier::OneMinusSourceAlpha:
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return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
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case ColorModifier::SourceRed:
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return values.rrr();
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case ColorModifier::OneMinusSourceRed:
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return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
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case ColorModifier::SourceGreen:
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return values.ggg();
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case ColorModifier::OneMinusSourceGreen:
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return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
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case ColorModifier::SourceBlue:
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return values.bbb();
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case ColorModifier::OneMinusSourceBlue:
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return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
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}
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};
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static auto GetAlphaModifier = [](AlphaModifier factor,
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const Math::Vec4<u8>& values) -> u8 {
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switch (factor) {
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case AlphaModifier::SourceAlpha:
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return values.a();
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case AlphaModifier::OneMinusSourceAlpha:
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return 255 - values.a();
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case AlphaModifier::SourceRed:
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return values.r();
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case AlphaModifier::OneMinusSourceRed:
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return 255 - values.r();
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case AlphaModifier::SourceGreen:
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return values.g();
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case AlphaModifier::OneMinusSourceGreen:
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return 255 - values.g();
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case AlphaModifier::SourceBlue:
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return values.b();
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case AlphaModifier::OneMinusSourceBlue:
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return 255 - values.b();
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}
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};
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static auto ColorCombine = [](Operation op,
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const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> {
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switch (op) {
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case Operation::Replace:
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return input[0];
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case Operation::Modulate:
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return ((input[0] * input[1]) / 255).Cast<u8>();
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case Operation::Add: {
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auto result = input[0] + input[1];
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result.r() = std::min(255, result.r());
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result.g() = std::min(255, result.g());
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result.b() = std::min(255, result.b());
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return result.Cast<u8>();
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}
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case Operation::AddSigned: {
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// TODO(bunnei): Verify that the color conversion from (float) 0.5f to
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// (byte) 128 is correct
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auto result = input[0].Cast<int>() + input[1].Cast<int>() -
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Math::MakeVec<int>(128, 128, 128);
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result.r() = MathUtil::Clamp<int>(result.r(), 0, 255);
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result.g() = MathUtil::Clamp<int>(result.g(), 0, 255);
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result.b() = MathUtil::Clamp<int>(result.b(), 0, 255);
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return result.Cast<u8>();
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}
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case Operation::Lerp:
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return ((input[0] * input[2] +
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input[1] *
|
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(Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) /
|
||||
255)
|
||||
.Cast<u8>();
|
||||
|
||||
case Operation::Subtract: {
|
||||
auto result = input[0].Cast<int>() - input[1].Cast<int>();
|
||||
result.r() = std::max(0, result.r());
|
||||
result.g() = std::max(0, result.g());
|
||||
result.b() = std::max(0, result.b());
|
||||
return result.Cast<u8>();
|
||||
}
|
||||
|
||||
case Operation::MultiplyThenAdd: {
|
||||
auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
|
||||
result.r() = std::min(255, result.r());
|
||||
result.g() = std::min(255, result.g());
|
||||
result.b() = std::min(255, result.b());
|
||||
return result.Cast<u8>();
|
||||
}
|
||||
|
||||
case Operation::AddThenMultiply: {
|
||||
auto result = input[0] + input[1];
|
||||
result.r() = std::min(255, result.r());
|
||||
result.g() = std::min(255, result.g());
|
||||
result.b() = std::min(255, result.b());
|
||||
result = (result * input[2].Cast<int>()) / 255;
|
||||
return result.Cast<u8>();
|
||||
}
|
||||
case Operation::Dot3_RGB: {
|
||||
// Not fully accurate.
|
||||
// Worst case scenario seems to yield a +/-3 error
|
||||
// Some HW results indicate that the per-component computation can't have a
|
||||
// higher precision than 1/256,
|
||||
// while dot3_rgb( (0x80,g0,b0),(0x7F,g1,b1) ) and dot3_rgb(
|
||||
// (0x80,g0,b0),(0x80,g1,b1) ) give different results
|
||||
int result =
|
||||
((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
|
||||
((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
|
||||
((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
|
||||
result = std::max(0, std::min(255, result));
|
||||
return {(u8)result, (u8)result, (u8)result};
|
||||
}
|
||||
default:
|
||||
LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op);
|
||||
UNIMPLEMENTED();
|
||||
return {0, 0, 0};
|
||||
}
|
||||
};
|
||||
|
||||
static auto AlphaCombine = [](Operation op, const std::array<u8, 3>& input) -> u8 {
|
||||
switch (op) {
|
||||
case Operation::Replace:
|
||||
return input[0];
|
||||
|
||||
case Operation::Modulate:
|
||||
return input[0] * input[1] / 255;
|
||||
|
||||
case Operation::Add:
|
||||
return std::min(255, input[0] + input[1]);
|
||||
|
||||
case Operation::AddSigned: {
|
||||
// TODO(bunnei): Verify that the color conversion from (float) 0.5f to
|
||||
// (byte) 128 is correct
|
||||
auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
|
||||
return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255));
|
||||
}
|
||||
|
||||
case Operation::Lerp:
|
||||
return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
|
||||
|
||||
case Operation::Subtract:
|
||||
return std::max(0, (int)input[0] - (int)input[1]);
|
||||
|
||||
case Operation::MultiplyThenAdd:
|
||||
return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
|
||||
|
||||
case Operation::AddThenMultiply:
|
||||
return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
|
||||
|
||||
default:
|
||||
LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d", (int)op);
|
||||
UNIMPLEMENTED();
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
// color combiner
|
||||
// NOTE: Not sure if the alpha combiner might use the color output of the previous
|
||||
// stage as input. Hence, we currently don't directly write the result to
|
||||
@ -917,56 +1014,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||
return combiner_output[channel];
|
||||
};
|
||||
|
||||
static auto EvaluateBlendEquation = [](
|
||||
const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
|
||||
const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
|
||||
FramebufferRegs::BlendEquation equation) {
|
||||
|
||||
Math::Vec4<int> result;
|
||||
|
||||
auto src_result = (src * srcfactor).Cast<int>();
|
||||
auto dst_result = (dest * destfactor).Cast<int>();
|
||||
|
||||
switch (equation) {
|
||||
case FramebufferRegs::BlendEquation::Add:
|
||||
result = (src_result + dst_result) / 255;
|
||||
break;
|
||||
|
||||
case FramebufferRegs::BlendEquation::Subtract:
|
||||
result = (src_result - dst_result) / 255;
|
||||
break;
|
||||
|
||||
case FramebufferRegs::BlendEquation::ReverseSubtract:
|
||||
result = (dst_result - src_result) / 255;
|
||||
break;
|
||||
|
||||
// TODO: How do these two actually work?
|
||||
// OpenGL doesn't include the blend factors in the min/max computations,
|
||||
// but is this what the 3DS actually does?
|
||||
case FramebufferRegs::BlendEquation::Min:
|
||||
result.r() = std::min(src.r(), dest.r());
|
||||
result.g() = std::min(src.g(), dest.g());
|
||||
result.b() = std::min(src.b(), dest.b());
|
||||
result.a() = std::min(src.a(), dest.a());
|
||||
break;
|
||||
|
||||
case FramebufferRegs::BlendEquation::Max:
|
||||
result.r() = std::max(src.r(), dest.r());
|
||||
result.g() = std::max(src.g(), dest.g());
|
||||
result.b() = std::max(src.b(), dest.b());
|
||||
result.a() = std::max(src.a(), dest.a());
|
||||
break;
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
return Math::Vec4<u8>(
|
||||
MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
|
||||
MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
|
||||
};
|
||||
|
||||
auto srcfactor = Math::MakeVec(LookupFactor(0, params.factor_source_rgb),
|
||||
LookupFactor(1, params.factor_source_rgb),
|
||||
LookupFactor(2, params.factor_source_rgb),
|
||||
@ -983,58 +1030,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||
dstfactor, params.blend_equation_a)
|
||||
.a();
|
||||
} else {
|
||||
static auto LogicOp = [](u8 src, u8 dest, FramebufferRegs::LogicOp op) -> u8 {
|
||||
switch (op) {
|
||||
case FramebufferRegs::LogicOp::Clear:
|
||||
return 0;
|
||||
|
||||
case FramebufferRegs::LogicOp::And:
|
||||
return src & dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::AndReverse:
|
||||
return src & ~dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::Copy:
|
||||
return src;
|
||||
|
||||
case FramebufferRegs::LogicOp::Set:
|
||||
return 255;
|
||||
|
||||
case FramebufferRegs::LogicOp::CopyInverted:
|
||||
return ~src;
|
||||
|
||||
case FramebufferRegs::LogicOp::NoOp:
|
||||
return dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::Invert:
|
||||
return ~dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::Nand:
|
||||
return ~(src & dest);
|
||||
|
||||
case FramebufferRegs::LogicOp::Or:
|
||||
return src | dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::Nor:
|
||||
return ~(src | dest);
|
||||
|
||||
case FramebufferRegs::LogicOp::Xor:
|
||||
return src ^ dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::Equiv:
|
||||
return ~(src ^ dest);
|
||||
|
||||
case FramebufferRegs::LogicOp::AndInverted:
|
||||
return ~src & dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::OrReverse:
|
||||
return src | ~dest;
|
||||
|
||||
case FramebufferRegs::LogicOp::OrInverted:
|
||||
return ~src | dest;
|
||||
}
|
||||
};
|
||||
|
||||
blend_output =
|
||||
Math::MakeVec(LogicOp(combiner_output.r(), dest.r(), output_merger.logic_op),
|
||||
LogicOp(combiner_output.g(), dest.g(), output_merger.logic_op),
|
||||
|
Loading…
Reference in New Issue
Block a user